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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (fixes 2025-04-20)  (Read 3723579 times)

Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5775 on: January 24, 2024, 01:05:05 AM »

my apologies but i am having trouble finding what to change i followed the path but the script is hard for me to follow as to what i need to change. i am new to editing configs for mods and such and usually just download and run mods as is but i want to do a specific start with the star wars mod and am trying to learn so i can make it work and do so with some of the other mods i want to check out so any advice and patience with my questions is really appreciated as i am a mechanic and currently coding is outside of my abilities to fix things.
It may be easier to just give yourself the ships with addship in Console Commands mod, the ingame help (help <commandname>) will explain how it works. You can get the ship IDs with list ships (add a search term after the command to narrow the search), or better yet specific variant IDs with list variants.

If you want to learn how to edit the .faction files, the wiki documentation seems to be significantly out of date, so best I can suggest is work off an existing example and try asking in the modding channels on the Discord server.

Hi, tried searching but couldn't find the answer. Is there a way for operatives to procure ships from factions in game, but don't have normal markets like Epta Consortium or The Anarakis Reparations Society that have roaming stations/ports? Also how do you use the find pirate base option that's mentioned, do you need to send an operative to a core pirate base to find one of the ones that pop up outside on the fringe?
If the faction doesn't have any accessible-to-operatives markets you won't be able to procure any of their ships.

For the 'find pirate base' option, if you have a colony that's being bothered by a pirate base whose location isn't known, send the operative to that colony and use the command. (Should work the same as getting the base location from the drunken spacer in bar)
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vorpal+5

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5776 on: January 26, 2024, 04:49:05 AM »

Hi Histidine, and thanks again for your mod!

Why is the "Create Special Taskgroup" restricted to a planet belonging to a faction with a commission? It seems like a "utility" feature for me, so why not add it too to your worlds?
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Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5777 on: January 27, 2024, 06:49:24 AM »

It's (still) there on player colonies for me; make sure you're talking to the right officials (the 'secretary' or military officials will work)
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vorpal+5

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5778 on: January 27, 2024, 10:04:23 AM »

Yep, I was going to say the secretary allows that, which was not the obvious person to contact for me for a task group creation, but I guess you need to spread the options to different officials, if only for some GUI sanity.
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vorpal+5

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5779 on: January 27, 2024, 11:04:00 PM »

Special Forces fees seem a tad excessive. The guy is commanding exactly 1 destroyer and 2 frigates and has been orbiting for 3 months one of my colonies (more for a proof of concept than for a real purpose).
So is there an increasing fee as time passes before he is disbanded? Ignore the 4000 credits for the character and the crew fees, that's my own parameters, but for the rest, how did he manage to guzzle up so much fuel (I guess the 1760$ for supply is fair, as the 3 ships have an upkeep per month of 22 supplies) ? Also, what is officer payroll given he is already receiving his standard fee?

« Last Edit: January 27, 2024, 11:09:35 PM by vorpal+5 »
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Brainwright

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5780 on: January 27, 2024, 11:31:36 PM »

Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?

Every three months or so, it's another action for the whole game.  Multiple factions, with a new one standing up each time you make peace.  Kind of annoying, really.
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Lappers

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5781 on: January 28, 2024, 02:56:03 AM »

edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.
I can't say for sure it's not save incompatibility, but it seems unlikely to explain why out-of-date mod code is getting used.
Actually I'm vaguely suspecting that another mod containing Nex code while being loaded before it (having an 'earlier' name when sorted alphabetically by mod name). If you could provide a clean log (delete or clear the existing log file, then start up Starsector and do nothing except reproduce the crash) it might be possible to spot if this is happening.
(Testing if it happens with a minimal modlist would also be helpful)

Is there some way to manually force an invasion by the AI? I play with a ton of mods and I don't think I can remove very many of them without breaking that existing save, and waiting for an invasion to happen in a new save is excessively tedious.
I specifically need any faction to start preparing an invasion of anything in the Rubicon system (Legio Infernalis, from tahlan shipworks); I forgot if any vanilla stations/planets have minefields with IndEvo enabled. Plus, in this specific instance VRI invading Legio is what's trying to happen, and I'd like to try starting a new save probably with just Tahlan, IndEvo, Nex, and whatever other miscellaneous utility/cosmetic mods then force an invasion of Lucifron for the sake of not changing more variables than I need to.

How exactly should I go about getting that log file to you?
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lol

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5782 on: January 28, 2024, 02:59:29 AM »

question:is this compate with the last updated saves?
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vorpal+5

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5783 on: January 28, 2024, 04:42:06 AM »

Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?

Every three months or so, it's another action for the whole game.  Multiple factions, with a new one standing up each time you make peace.  Kind of annoying, really.

Must be a fluke, as I'm very tranquil in my 2 colonies.
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Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5784 on: January 28, 2024, 05:00:31 PM »

Is there some way to manually force an invasion by the AI? I play with a ton of mods and I don't think I can remove very many of them without breaking that existing save, and waiting for an invasion to happen in a new save is excessively tedious.
I specifically need any faction to start preparing an invasion of anything in the Rubicon system (Legio Infernalis, from tahlan shipworks); I forgot if any vanilla stations/planets have minefields with IndEvo enabled. Plus, in this specific instance VRI invading Legio is what's trying to happen, and I'd like to try starting a new save probably with just Tahlan, IndEvo, Nex, and whatever other miscellaneous utility/cosmetic mods then force an invasion of Lucifron for the sake of not changing more variables than I need to.

How exactly should I go about getting that log file to you?
Console: spawninvasionfleet <source> <destination>

Uploading the log someplace like Dropbox or Google Drive and then sharing it works.

question:is this compate with the last updated saves?
It is!
(unless you have autonomous colonies in your financial report, see this post for workaround with console)
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Colonel_Black

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5785 on: February 03, 2024, 01:31:32 AM »

I'll post before a thousand other people post. :)
Looking forward to this being updated for the latest game version
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Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5786 on: February 03, 2024, 01:32:10 AM »

Quick update for Starsector 0.97 pending further testing.

(current version 0.11.1 should also work with just a modinfo change; may have minor missing behaviors in new vanilla features, and repeat old-style Hegemony inspections)
« Last Edit: February 03, 2024, 01:37:58 AM by Histidine »
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Colonel_Black

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5787 on: February 04, 2024, 06:17:01 AM »

Quick update for Starsector 0.97 pending further testing.

(current version 0.11.1 should also work with just a modinfo change; may have minor missing behaviors in new vanilla features, and repeat old-style Hegemony inspections)

Thanks a lot. :)
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ArbuzBudesh

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5788 on: February 04, 2024, 02:53:19 PM »

Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.

Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart

this is iron shell invasion points vs 9th


At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
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Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5789 on: February 05, 2024, 05:45:09 PM »

Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?

Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
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